Possibility to detect radars with FBI tag setting

Possibility to detect radars with FBI tag setting

Requests for features in the spring code.

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Good feature?

Yes
11
58%
No
8
42%
 
Total votes: 19

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Possibility to detect radars with FBI tag setting

Post by TradeMark »

Units could detect radars which can detect them.

In reality that is possible, which why i got this idea.

So, if you move some radar detection unit into enemy base, it would show all enemy radars on the radar as normal units when the enemy radars spot your radar detection unit.

Would be cool tool to seek & destroy enemy radar sight :)

Of course that kind of unit would be expensive.

Edit: maybe we also need second FBI file tag for radars, which tells can it be seen with that kind of unit.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Nice idea & would still be up to modder to use this or not.
GaMi
Posts: 3
Joined: 16 Jul 2006, 15:33

lol @ this

Post by GaMi »

stupid idea lol. Why would i make an expensive unit to detect an enemy radar and then "MAYBE" destroy it. So the guy can spend another 100 metal into building a new one in a few seconds.... nice way of wasting resources haha
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Charlemagne
Posts: 174
Joined: 18 Apr 2005, 17:59

Post by Charlemagne »

Yeah... disregarding what the above poster just said, it is a nice feature to have available for modders to use. If it isn't too much hazzle to implement, I don't see why not.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

GaMi wrote:stupid idea lol. Why would i make an expensive unit to detect an enemy radar and then "MAYBE" destroy it. So the guy can spend another 100 metal into building a new one in a few seconds.... nice way of wasting resources haha
You dont need perfectly follow my ideas.

Base idea was unit which can detect radars, now you use that idea and think what you can do with it.

Own brain usage is allowed on this forum.
Last edited by TradeMark on 16 Jul 2006, 15:44, edited 3 times in total.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Scenario Team Game
u detect enemy radar's
U about to mount a massive attack
Get your suicide ground / air attack strike force to hit there radar
before u attack, thus leavin the enemy blind and little warning before attack, not to mention distracting them as they to rush rebuilding radar. To find out where the attack is gonna hit

Or if they are smart have backup radar switched off so u cant see them untill they need to turn them on. Now attacking team sacarficed units to take out radar & gamble has failed as enemy turned on backup radar

Its called strategy & it would be up to modder to add this to her/his mod.
Basicly its another possible layer of strategy & dont condemn it, cause u cant see a purpose for it. Adds more customiable mods & wait till atleast a engine dev comments on hard/easy it would be implentent it
GaMi
Posts: 3
Joined: 16 Jul 2006, 15:33

Post by GaMi »

zzz noobs... if its soooo easy to just kill a radar tower why dont you just fink enemy base and kill his plants.... if its sooo easy to hit a radar thats way back in enemy base lol
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Not every mod has radars that are cheap. Passive radar detection would work pretty well for mods relying more on information warfare. I think there should be a multiplier so a detector can spot a radar at n-times that radar's range. For reality-based mods that modifier would be 5x for sonar, for example.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Too specific. More general implementation: multiple radar classes, and a unit can be "stealthed" to any number of radar classes. So if you want "radar detectable" units, then you give every unit a "radar detector" radar, which all non-radar units are stealthed against.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Lets expand on this idea. Potentially we want spring at some point to make upgradable units possible. What if one of the possible upgrades was that all units of a certain modder defined catagory were shown on the minimap radar visable, or possibly even ghosted. It would e up to the modder to set the radar as the detected unit, which I think is probably the best case anyways. How many mods need a "radar detector"? Probably not that many... but if there was a robust system in place the mods that do need a radar detector could have it, and other mods could use other aspects to do different things.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

SwiftSpear wrote:Lets expand on this idea. Potentially we want spring at some point to make upgradable units possible. What if one of the possible upgrades was that all units of a certain modder defined catagory were shown on the minimap radar visable, or possibly even ghosted. It would e up to the modder to set the radar as the detected unit, which I think is probably the best case anyways. How many mods need a "radar detector"? Probably not that many... but if there was a robust system in place the mods that do need a radar detector could have it, and other mods could use other aspects to do different things.
Fine then - here's my proposal for a system:

There are N radar classes. Sight is class zero. Every unit has a detecting range, and a detectability multiplier for each radar range. Script can turn on/off detection range/detectability for each radar class. For example, if you wanted a unit to be detectable at any range by any radar, you could increase their radar detectability to 100. For the "radar detection" you set all the normal units to have a "radardetector range" range of 1, and set all radar units to have a "radardetector detectability" equal to their normal radar range. If you want a unit that can detect radar outside of radar range, you increase the "radardetector range" up beyond 1. Targeting facilities are defined per-radar.

Plus, it would be nice to have "unjammable" units. With this system you could make a Protoss Arbiter - that is, a unit that can jam the eyesight-class, but is unjammable itself.

edit: note that this proposed system does _not_ replace cloaking. Cloaking is a seperate concept because it has a "cloak radius" in it that is not modelled by the above system.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

stupid idea lol. Why would i make an expensive unit to detect an enemy radar and then "MAYBE" destroy it. So the guy can spend another 100 metal into building a new one in a few seconds.... nice way of wasting resources haha
I am a modder. I might or might not use this as a feature, it might or might not be cheap. It might help in my mod design. You don't know.

What you immediately dismiss as stupid may add to the game.
Who says it will be expensive? This all rezzz noobs... if its soooo easy to just kill a radar tower why dont you just fink enemy base and kill his plants.... if its sooo easy to hit a radar thats way back in enemy base lolally depends on the mod.
because not all mods are AA.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Gogo shield style system for radar. Some units detected by this radar, this radar jammed by this other field, which is detected by this third field.

Wooo for nasty unfeasible requests. Would be neat though, and add a fair bit of flexibility.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Moved to feature requests
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

*agrees with Smoth and Swiftspear*
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

It wouldnt be that hard to add in i think. The radar already has to look at every unit to see if it can see it, so why not work bacwards? if the radar can see the unit, the unit can see the radar. If the radar spots the unit, set something in the units info like 'spottedByRadar#', then when that unit is processed, if its a detector class unit it will show the radar unit. Simple.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Sounds good so far. With different radar systems you could implement sub warfare with active and passive sonar where passive sonar will only pick up moving subs in a small radius and active sonaring subs in a huge range while active sonar would detect within an average radius and no matter what the enemy does. This would be of special interest to reality mods.

What I'd also like to see are custom radar blips per radartype so if you've got a sonar and an anti-air radar you can tell which one saw that blip you're looking at.
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Comp1337
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Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Couldn't you use the bitfield system for the radars too?
Oh and Gami, STFU and GTFO
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I meant blip graphics so e.g. the sonar would have a sub-like icon while the air surveillance system would display a plane icon.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I personally think we should either
A) Set radar blips to use the same bmp as the units-for-away blips
B) Unit-defined blips (including size of the blip)
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